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neko

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ZwZ new features thread

Message 261, 4822d 23h ago.
I will list the new featured in this topic from now on

neko

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ZwZ pilot rating

Message 262, 4822d 23h ago. In reply to message 261.
I have just implemented ELO-like ratings for ZwZ

you can learn more about ELO here:

http://en.wikipedia.org/wiki/ELO_rating_system

I have made a few changes to the system, though. Also, currently kills by missiles and asteroids are not counted.

For those of you who think that stats do not matter :D you can disable ELO rating in your profile.

neko

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ZwZ pilot rating

Message 267, 4822d 1h ago. In reply to message 262.
now kills by missiles are taken into account too.

Careful: friendly fire (from missiles) is heavily penalised!

neko

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ZwZ retirement rules operative

Message 268, 4821d 13h ago. In reply to message 261.
Retirement rules are now fully operative.

Have a look at the simple rules and standard rules for more info.

-----------------------

more changes due:

*** soon you will (in addition) be required to exit from your own border only, that is:

blue => "up"
red => "down"
yellow => "left"
green => "right"

fighters exiting from the wrong border will be destroyed!

*** fighters exiting the ring of asteroids in the arena and surviving to tell the tale... will be destroyed

neko

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Advanced Interface --- Full Fuel Rules

Message 271, 4816d ago. In reply to message 261.
Two new features:

***

An <b>advanced inerface</b> lets you see also the other fighters' following turn positions, for an increased control over the game. This feature is disabled by default, but you can activate it by editing your profile (top-right corner)


***

<b>Full fuel rules</b> operative for all games. All fighters' consumption has been reset to zero. Newly built fighters will start with some fuel already used up (to simulate consumption before fight.)

Hollander


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ZwZ pilot rating

Message 272, 4815d 23h ago. In reply to message 262.
Kills by missiles are not counted? ;/
I think they should. As it takes some skill to use them effectve.

Hollander


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ZwZ pilot rating

Message 273, 4815d 23h ago. In reply to message 262.
Elo ? I love to be rated.8o

neko

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ZwZ pilot rating

Message 274, 4815d 13h ago. In reply to message 272.
nope, as I said in the next message missiles are counted now

neko

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Helmet-mounted sights

Message 322, 4810d 23h ago. In reply to message 261.
Currently playtesting this option only in advanced mode, but I would like to extend this to all modes.

Depending on the moves made by the shooter and target, you might have the chance to shoot twice (the target stays so long in your HMS that you can shoot two times!) or you might not even get the chance to shoot.

Elvesgod


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Helmet-mounted sights

Message 326, 4809d 23h ago. In reply to message 322.
NO NO NO NO NO NO NO NO!!
And NO!!

It's only a matter of luck, and it rewards a static game style...

neko

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Helmet-mounted sights

Message 327, 4809d 22h ago. In reply to message 326.
First of all, thanks for expressing your opinion

Maybe you are right when you say that letting all weapons shoot twice, or preventing all weapons to shoot, involves a lot of luck. So, if this doesn't work, I'll substitute the HMS procedure with bonuses/penalties on normal shots, based on thrust.

The main idea, however: having modifications based on thrusts and turns, is to reward planning ahead and not sheer luck.

These are the ideas behind this:

<b>Turns</b>: If at the beginning of a round your final position is more or less behind the enemy's, s/he will have to turn round, and s/he'll have a huge disadvantage on shooting. So you are encouraged to try and get behind the enemy's back.

<b>Forward moves</b>: When you thrust forward, the penalty for shooting is lower that the penalty the enemies have to shoot you, so moving is encouraged! This should encourage more dynamical play.

Let's just playtest this for a few days, and see what happens! If this is a disaster , I'll revert the whole thing to more traditional bonuses and penalties on shooting

neko

neko

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Simpler to-hit chances, new HMS procedure

Message 336, 4805d 23h ago. In reply to message 261.
1) I simplified the to-hit chances for all the weapons: now they are all multiples of 10%. This means OFC will no longer be able to strike at their maximum range (they had a chance of about 2% previously).

2) I changed the Helmet-Mounted Sights procedure completely. Now it is a modifier on the to-hit chance for all rolls, instead of an additional roll. Look up the advanced rules for more details

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